Trick Room Surprise! OU Doubles

I know, the name is horrible. I've tested this team out rather often on my 3DS and simultaneously on the Simulator I found on Smogon and it works surprisingly well. I put Pokebank in the title just to be certain everything works and I made no mistakes.

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Bronzong @ Leftovers | Heatproof
Sassy nature
EVs: 252 HP, 252 SpD, and 4 Def
-Trick Room
-Stealth Rock
-Light Screen
-Reflect
This is usually the first pokemon to lead on my team, and works surprisingly well. I've honestly never seen anyone try using EQ while he's on the field, primarily assuming he is using Levitate. Heatproof works well with him, taking out a chunk of damage from one of his primary type-weaknesses. Trick Room is staple, Stealth Rock works well in synergy with the team so I could cripple and get the OHKO. The Barriers are there in the situation where Bronzong survives, but on the 5th turn of Trick Room it ends up being a turn handed over to them since I cannot reuse them more than once.

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Machamp @ Life Orb | No Guard
Brave nature
EVs: 252 HP, 252 Atk, and 4 SpD
-Dynamic Punch
-Ice Punch
-Stone Edge
-Wide Guard
Just for the little heads up, I heard Wide Guard was banned from somewhere on Smogon... If that's the case, it's perfectly fine, as previously mentioned, it's rare to be EQed while using the setup. Ice Punch is ideally for Dragons, Stone Edge for Flying and Fire types while Dynamic Punch is pretty much for everything in between. He works really well, being capable of soaking up hits while forcing the enemy back. Since he's my primary lead, one trick I learned with him and the rest of the team is, if there's an enemy Aegislash, as long as he doesn't Swords Dance more than twice, leave him be. He wouldn't be able to hit hard enough, and usually the next pokemon takes good care of him.

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Duslops @ Eviolite | Frisk
Sassy nature
EVs: 252 SpD, 248 HP, and 8 Def.
-Trick Room
-Substitute
-Pain Split
-Will-O-Wisp
Dusclops, when accompanied by a heavy hitter such as Machamp is practically able to survive anything. If he gets hit by any non-buffed non-Ghost moves, he's fine. His Substitute is usually able to soak a turn or two more than the setup, allowing me to finally take out any pesky Aegislash by using Will-O-Wisp and then hitting him with a Pain Split, dropping the HP gap even more while decreasing his power due to burn. His role is more-so to be the late game Trick Room setup, unlike Bronzong which is supposed to be the primary setup. The key is that when the opponent has to decide who to defeat, they have to pick either the Substituting-Tank that cripples or the lead that keeps hitting them even worse than before allowing me to get an opening.

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Golurk @ Choice Band | No Guard
Brave nature
EVs: 252 HP, 252 Atk, 4 SpD
-Shadow Punch
-Dynamic Punch
-Ice Punch
-Stone Edge
You might be wondering why I have a second No Guard hitter with an almost identical build to Machamp. When Golurk enters play, his attack stat usually is high enough, paired with Choice Band, to kill practically anything. Dynamic Punch cripples ridiculously, more than Machamp could while causing confusion. Ice Punch takes out Dragons, Stone Edge for Fire Types and Birds, meanwhile Shadow Punch to get rid of any Ghost-typed or Psychic-Typed pokemon. His movepool covers the majority of staple pokemon in OU, and usually his attack stat is already pretty good which allows me to cripple pokemon not even super-effective to his Choice-banded attacks.

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Eelektross @ Expert Belt | Levitate
Quiet nature
EVs: 252 HP, 252 SpA, 4 SpD
-Discharge
-Volt Switch
-Flamethrower
-Acid Spray
Eelektross is my Special Attacker on the team, with a varied movepool to cover the primary weaknesses the others couldn't. Discharge covers the enemy team well, while barely or not hitting my team at all. Volt Switch allows me to squeeze out of tight situations and switch out to a better type-match. Volt Switch is commonly used against Mega Tyranitar, usually capable of taking out a chunk of health and switching out to a better type match. Flamethrower is to take out Steel and other pokemon I cannot hit, while Acid Spray is my primary offense against Fairies. If I end up surviving a hit from the opponent while landing Acid Spray, I could usually ending up finishing off that pokemon, leaving me room for the rest to finish off.

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Escavalier @ Occa Berry | Swarm
Brave nature
EVs: 252 HP, 252 Atk, 4 SpDef
-Swords Dance
-Return
-Megahorn
-Iron Head
Escavalier is usually a last resort. He rarely sets up Swords Dance, however he usually defeats any pokemon the others cannot. Return is for cripple damage, Megahorn for stab/coverage on psychics and darks, meanwhile Iron Head is his primary attack. Iron Head covers Mega Tyranitar and other pokemon I have a difficult time of defeating, and usually gets switched to by Eelektross' Volt Switch onto an already damaged pokemon. He doesn't tend to last long, since Fire typed attacks knock him out practically instantly, but for those few turns he survives he is a major help to the team.


Final Comments;
The only problems I have noticed with the team personally are that other Trick Roomers, although uncommon, tend to do defeat me quicker than I could. Other problems are Weakness Policy Dragon Dancing Dragonites, and amongst others. However nonetheless, I've got a pretty high Win/Loss ratio with this team, but I'd like opinions on who I should switch.
 
Hey there, Maximal_Terror. This is a pretty cool team, but I have some suggestions you might want to try out.

Machamp is pretty good with No Guard, but I'd actually suggest running Conkeldurr over Machamp. Conkeldurr is a bit stronger than Machamp and is slower, with access to Hammer Arm. With Hammer Arm, Conkeldurr can make himself practically faster than anything under Trick Room. This will ease up your mirror match tremendously and Conkeldurr hits a lot harder than Machamp with Life Orb Iron Fist.

Secondly, Bronzong really isn't that great of a Trick Room setter. He has a common weakness to fire in a tier where Heat Wave is really good and there are bulkier Trick Room setters. Cresselia would fit much better here. Cresselia can boost your sweeper's attacks with Helping Hand and also set up Trick Room, while dropping the Steel typing and being much bulkier in general.

Some minor nitpicks now. Protect is very important in Doubles, as it's incredibly useful to block random attacks or stall out weather. Your Pokemon can also shield themselves from Golurk's Earthquake or Eelektross's Discharge for a turn. This is why I'm going to suggest Protect over Return on Escavalier, as Return is pretty mediocre coverage in general and you probably want to be using Iron Head or Megahorn. Golurk is missing out on Earthquake, and it really should be running it, since it's the best move Golurk can run. I'd really suggest ditching the No Guard set and running Iron Fist as well, since it just lets Golurk hit a hell of a lot harder. I'd also suggest ditching Choice Band for Life Orb. Being able to sweep under Trick Room is all about versatility and Golurk really needs that. Volt Switch is pretty useless most of the time in Doubles. You might want to consider running Thunderbolt over it, since you can't always spam discharge and Thunderbolt hits a lot harder. I'd also run Giga Drain over Acid Spray to hit Gastrodons. Dusclops is major taunt bait; Substitute isn't really that great on a Pokemon with low HP and doesn't really benefit Dusclops in general, so I'd really suggest running Night Shade over it. Pain Split is also pretty bad in a metagame where your Pokemon can just get double-attacked and killed, so I'd run Helping Hand over that. You should also really give all your Pokemon 0 Speed IV's, to help with the mirror match and make them as slow as possible.

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Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 96 HP / 252 Atk / 80 Def / 80 SDef
Brave Nature
IVs: 0 Spd
- Ice Punch
- Mach Punch
- Hammer Arm / Drain Punch
- Detect / Wide Guard

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Cresselia (F) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 60 Def / 156 SDef / 40 SAtk
Sassy Nature
IVs: 0 Spd
- Trick Room
- Psyshock
- Helping Hand
- Protect / Safeguard

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Escavalier @ Occa Berry
Ability: Swarm
EVs: 252 HP / 252 Atk / 4 SpDef
Brave Nature
IVs: 0 Spd
- Swords Dance
- Protect
- Megahorn
- Iron Head

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Golurk @ Iron Fist
Ability: Iron Fist
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IV's: 0 Spd
- Shadow Punch
- Hammer Arm / Drain Punch
- Ice Punch
- Protect

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Eelektross @ Expert Belt
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IV's: 0 Spd
- Discharge
- Thunderbolt
- Flamethrower
- Giga Drain

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Duslops @ Eviolite
Ability: Frisk
EVs: 252 SpD / 248 HP / 8 Def
Sassy Nature
IV's: 0 Spd
- Trick Room
- Night Shade
- Helping Hand

- Will-O-Wisp

Hope I helped a bit. Good luck!
 
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